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Need help with rigging a wire bundle
show user profile  defecticon001
At my place of work, I am constantly in need of a way to rig wire bundles because of the stuff I model and I don't feel like grabbing spline points of every wire that I've made and moving each individually. I used to convert the splines to an "editable poly" and then just make it flow the way I needed the wires to go for the scene but that's a pain if you decide you need to change the way the wires flow. I'd like to be able to move them all at once, say with a skeleton or something. If there's an easy way to move all the splines at the same time without attaching them, I'd like to know (I say without attaching because most of the time, the wires have to have their own colors but still connect at the same point on the model).

Any method or step in the right direction would be very much appreciated -Gary
read 587 times
3/20/2009 7:03:40 AM (last edit: 3/20/2009 7:03:40 AM)
show user profile  Dejitarujin
You can attach them and still give them their own colors, with a Multi/Sub-Object material. Beyond that, I suppose you could use Skin on each wire individually, using the same bones. Seems like it'd be a pain, though...
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 578 times
3/20/2009 7:17:42 AM (last edit: 3/20/2009 7:17:42 AM)
show user profile  defecticon001
I guess that wouldn't be so bad if the splines were laid out in straight lines before I decided to form them to what I need..I still hope that there's an easier way to manipulate multiple splines at the same time
read 566 times
3/20/2009 7:39:28 AM (last edit: 3/20/2009 7:39:50 AM)
show user profile  Dejitarujin
Wait a minute, what about a Spline IK modifier? It creates helper objects at the spline's points (CV or regular curve points), and then those helper objects can be manually animated, or constrained to other objects. You don't even have to deal with the splines directly after that.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 555 times
3/20/2009 9:05:52 AM (last edit: 3/20/2009 9:05:52 AM)
show user profile  K-tonne
not sure if this will even help- but it might so i thought i'd link to it
wireBundler script by neil blevins http://www.neilblevins.com/soulburnscripts/soulburnscripts.htm

The script automates the creation of multiple splines between objects like a bundle of wires. it also has many options, including how many wires, min/max thickness (which it uses randomly on each wire), number of sides and sections for the splines, etc.

might take some of the work out of it at least

Website and Portfolio

read 553 times
3/20/2009 9:09:57 AM (last edit: 3/20/2009 9:09:57 AM)
show user profile  defecticon001
@D - Thanks, I'll look up the info on doing IK stuff 'cuz it's been at least two years since I've used that but it sounds good to me.

@K - Thanks for the info, I'll have to check that out at home 'cuz for some reason, neils site is blocked here at work (not a surprise, everything good is). I haven't done scripting before but I'd be willing to learn.
read 543 times
3/20/2009 10:46:00 AM (last edit: 3/20/2009 10:46:00 AM)
show user profile  Dejitarujin
Don't worry about IK stuff, the Spline IK modifier isn't really IK under the setting you'd be using :) It's intended as a tool for creating and animating Spline IK bone systems, such as spines.

You'd likely contrain the end helper objects to the start and end object, and the points in between would have position constraints weighted between the two.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 534 times
3/20/2009 2:32:44 PM (last edit: 3/20/2009 2:32:44 PM)
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